Mastermids will become living gods, Blueside :O
Actually... I wanna see an eight-man MM-team take on Lusca.
Michelle
aka
Samuraiko/Dark_Respite
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Plus the greater availability of IOs through the blue market.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Now team your mastermind with a kinetics controller. Controlled enemies can't squish the pets well, pets get damage capped via fulcrum shift.
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And people wonder why the Devs have been reluctant to give the kinetics secondary to MMs.
Now team your mastermind with a kinetics controller. Controlled enemies can't squish the pets well, pets get damage capped via fulcrum shift.
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At least heroic MMs will have to team up with at least one other person to get that going.
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MMs can get an AoE Immob in their epics so they only really need one corr for Fulcrum. I'm pretty much taking alpha strike with my MM anyway so protecting my pets really isn't that big of an issue. All the more so when they are Bots anyway.
What do you mean become?!
Silly fleshling...You underestimate us!
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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So what you're saying is... nothing will change, they'll just be blueside?
Duh.
Duh.
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
He does raise a good point. Some of the only things that give masterminds pause are uncommon or nonexistent on the hero side of the fence. Makes me wonder if the devs might purposefully add autohit AoE damage to some blue stuff just for the masterminds...
Maybe MMs deserve their own equivalent of Kheldian Quants/Voids.
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I feel sorry for the server hamsters already 0_0 But I would want to see that!
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I'm not good at giving advice, can I interest you in a sarcastic comment?
@Lyrik
Those are call demolitionists, and any mobs with a large amount of AoE damage
"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton
-Lord Azazel
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He does raise a good point. Some of the only things that give masterminds pause are uncommon or nonexistent on the hero side of the fence. Makes me wonder if the devs might purposefully add autohit AoE damage to some blue stuff just for the masterminds...
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Those are call demolitionists, and any mobs with a large amount of AoE damage
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In fact, I mentioned this weakness myself, not too long ago.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Oh no....
The horror...
A MM....running the sewer trial. On the catwalks of DOOM..
That would be quite... entertaining.
Nah. the nemesis/council/malta/etc AoE's can whiff. And if they can whiff, trust me, they will.
*Pats forcefielded pets contentedly*
Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions.
*Pats forcefielded pets contentedly*
Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions.
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Question: What's special about Legacy Chain & Wyvern regarding masterminds? I usually sweep right through these guys. yeah, there's a few cone and AOE attacks, but they're so infrequent I never would have thought them very special, particularly at the low-mid level ranges you're saying are particularly juicy targets heroside. I must be missing something because I'd put them with the others you casually discount (freakshow, council, and sky raiders)...
This just my opinion & was formed last night, when friends & I where just talking bout G.R. & classes both sides, this came up.
There is nothing there honestly on blueside that scares em(while on red, there are things that give em pause & rethink strategies at times or on the fly). Redside stuff that can/could decimate MM fairly fast. Scrapyarders Longbow Arachnos Wyvern Legacy Chain Wailers(if your not good defense capped for pets) are some the mobs friends & I where discussing that they wont face Blueside(Well you can avoid Arachnos if you skip most paper mishes or last half of Faultline) What do they have to worry about low-mid lvl range? Skulls? Hellions(well boss ones are always nasty), Outcasts? Trolls? As they work up, Freakshow & Council & Sky Raiders, again not much of a challenge for someone who knows how to play MMs. Both sides face CoT, Malta, Knives so can't really use that for high end, by that time experienced redside MMs, know how to handle those guys. Should be interesting. JJ |
At first glance, the low level heroside does have the Vaz. It also has more lost- with anathema mezzes appearing before most sets would have their mezz protection out there. Of course, the very low levels aren't that relevant, as we're essentially talking about a time when the mm has a mere 1-2 pets....
You're right that heroside doesn't use many area attacks like the demolitionist's, but masterminds might find other foes a challenge.
1) You don't have to fight a WHOLE lot of Council villainside while leveling up, compared to hero-side. In the mid-level range you mention, you'll be visiting Striga Isle. The "mix" of spawns is different there, and foes like the "War Wolves" -- appearing in large packs, with very heavy burst damage (mm pets fall faster to high burst dmg) and a tendency to run all over creation can make a MM's task harder. Add in the sonic-powered council members in later arcs there, and the fact that the low-burst-damage of MM pets almost guarantees that they'll trigger the Ascendants' Shield protection... dragging out fights.
2) You have Croatoa in that mid-range.
- Fir Bolg have some aoe's that might not rival demolitionists' in potency, but may exceed them in frequency. Fighting them in small halloween spawns is different than fighting them in notable numbers, so they might offer some tactical rethinking.
- Tuatha have pbaoe knockback, quicksand, AOE's and Fault... all the kinds of AOE movement-sensitive attacks that can reduce an AI-controlled pet's performance. Granted, the villains have been able to experience them (to some degree) during the winter event.
- The coven-- well, there's knockback pets in there that can do a number on your team... and they do tend to run (fly) a lot, so pet awareness will be critical lest you gather multiple spawns.
- Red Caps- I've seen many a mastermind let his pets go out of control in that winter cave's main room, to dire consequences. It isn't just the map. Red cap's high burst damage can bring a MM pet down fast, their tendency to move- and move fast- can make situational awareness challenging- and the MM Pets' tendency to do frequent bursts of light damage instead of fewer solid heavy hits almost guarantees that some of the red caps will get a chance to transform into their bigger cousin.
Again, none of those are anything a competent mastermind couldn't deal with, but many other archetypes could manage them BETTER and more effectively. Being just competent doesn't make you a god.
3) After that... well, you're mid-30's now. You'll be facing the vast amount of AOE attacks from Nemesis pretty soon (and ordering your men clear of the AOE self-destructs) along with the aoe-drain of the carnival. Again, both manageable, but again, you're more vulnerable than most other AT's to those things, so again. A good MM might be able to manage them, but a good non-MM could manage them BETTER.
That's a big difference.
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Good point. Just don't forget that Nemesis can also rapidly stack +tohit and +defense on nearby spawns for every lt. defeated, so your -2 and -1 pets can start seeming quite delicate against large groups of Nemesis.
Nah. the nemesis/council/malta/etc AoE's can whiff. And if they can whiff, trust me, they will.
*Pats forcefielded pets contentedly* Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions. |
i for one cannot wait to run the Sewers Trial with Masterminds on the team. To me that will be awesomely fun.
Dr. Todt's theme.
i make stuff...
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No, no, no... just imagine an MM team...
Oh no....
The horror... A MM....running the sewer trial. On the catwalks of DOOM.. |
... doing the Statesman's Task Force!
For that matter, any of the Phalanx TFs... no more announcements of "Babbage about to spawn in Skyway". Nope, the MMs zone with the pets and WHAM, down goes Babbage.
And the Citadel Task Force? Now becomes "Go. Hunt. Let minions kill Council."
Michelle
aka
Samuraiko/Dark_Respite
Dark_Respite's Farewell Video: "One Last Day"
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)
Quote:
I don't know. There are very few foes that have things like autohit burn patches and the like- masterminds can practically pick their missions to avoid them most of the time. The omission of that hero-side hardly turns them godlike.
Nah. the nemesis/council/malta/etc AoE's can whiff. And if they can whiff, trust me, they will.
*Pats forcefielded pets contentedly* Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions. |
And just because you can mitigate the issues of a weakness, that's still a vulnerability you have to address tactically- a vulnerability that other Archetypes don't share.
I think MM's will do nicely heroside, I just don't see them doing significantly better than any of the other archetypes that are doing nicely heroside... particularly not enough to call them gods.
This just my opinion & was formed last night, when friends & I where just talking bout G.R. & classes both sides, this came up.
There is nothing there honestly on blueside that scares em(while on red, there are things that give em pause & rethink strategies at times or on the fly).
Redside stuff that can/could decimate MM fairly fast.
Scrapyarders
Longbow
Arachnos
Wyvern
Legacy Chain
Wailers(if your not good defense capped for pets)
are some the mobs friends & I where discussing that they wont face Blueside(Well you can avoid Arachnos if you skip most paper mishes or last half of Faultline)
What do they have to worry about low-mid lvl range?
Skulls? Hellions(well boss ones are always nasty), Outcasts? Trolls? As they work up, Freakshow & Council & Sky Raiders, again not much of a challenge for someone who knows how to play MMs. Both sides face CoT, Malta, Knives so can't really use that for high end, by that time experienced redside MMs, know how to handle those guys.
Should be interesting.
JJ
I delete more 50s, then you'll ever have.
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